@rpgm-tools/neo-angband-core 0.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1183) hide show
  1. package/LICENSE.md +43 -0
  2. package/README.md +80 -0
  3. package/dist/agent/act.d.ts +22 -0
  4. package/dist/agent/act.d.ts.map +1 -0
  5. package/dist/agent/act.js +88 -0
  6. package/dist/agent/act.js.map +1 -0
  7. package/dist/agent/controller.d.ts +34 -0
  8. package/dist/agent/controller.d.ts.map +1 -0
  9. package/dist/agent/controller.js +90 -0
  10. package/dist/agent/controller.js.map +1 -0
  11. package/dist/agent/events.d.ts +27 -0
  12. package/dist/agent/events.d.ts.map +1 -0
  13. package/dist/agent/events.js +31 -0
  14. package/dist/agent/events.js.map +1 -0
  15. package/dist/agent/index.d.ts +17 -0
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  17. package/dist/agent/index.js +15 -0
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  19. package/dist/agent/perceive.d.ts +21 -0
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  21. package/dist/agent/perceive.js +386 -0
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  23. package/dist/agent/types.d.ts +436 -0
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  25. package/dist/agent/types.js +63 -0
  26. package/dist/agent/types.js.map +1 -0
  27. package/dist/bitflag.d.ts +199 -0
  28. package/dist/bitflag.d.ts.map +1 -0
  29. package/dist/bitflag.js +478 -0
  30. package/dist/bitflag.js.map +1 -0
  31. package/dist/cmd.d.ts +164 -0
  32. package/dist/cmd.d.ts.map +1 -0
  33. package/dist/cmd.js +350 -0
  34. package/dist/cmd.js.map +1 -0
  35. package/dist/color.d.ts +104 -0
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  37. package/dist/color.js +240 -0
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  39. package/dist/combat/brand-slay.d.ts +119 -0
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  41. package/dist/combat/brand-slay.js +264 -0
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  43. package/dist/combat/hit.d.ts +198 -0
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  45. package/dist/combat/hit.js +310 -0
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  47. package/dist/combat/index.d.ts +15 -0
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  51. package/dist/combat/melee.d.ts +261 -0
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  53. package/dist/combat/melee.js +402 -0
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  55. package/dist/combat/mon-melee.d.ts +233 -0
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  57. package/dist/combat/mon-melee.js +883 -0
  58. package/dist/combat/mon-melee.js.map +1 -0
  59. package/dist/combat/ranged.d.ts +89 -0
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  61. package/dist/combat/ranged.js +253 -0
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  63. package/dist/constants.d.ts +134 -0
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  65. package/dist/constants.js +171 -0
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  67. package/dist/dice.d.ts +91 -0
  68. package/dist/dice.d.ts.map +1 -0
  69. package/dist/dice.js +424 -0
  70. package/dist/dice.js.map +1 -0
  71. package/dist/effects/effect-choice.d.ts +15 -0
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  75. package/dist/effects/effect-info.d.ts +124 -0
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  83. package/dist/effects/handlers.d.ts +70 -0
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  87. package/dist/effects/interpreter.d.ts +291 -0
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  89. package/dist/effects/interpreter.js +325 -0
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  91. package/dist/events.d.ts +188 -0
  92. package/dist/events.d.ts.map +1 -0
  93. package/dist/events.js +138 -0
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  95. package/dist/expression.d.ts +83 -0
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  99. package/dist/game/cave-cmd.d.ts +195 -0
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  103. package/dist/game/char-sheet.d.ts +189 -0
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  107. package/dist/game/chest.d.ts +94 -0
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  115. package/dist/game/curse-tick.d.ts +35 -0
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  119. package/dist/game/describe.d.ts +20 -0
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  123. package/dist/game/display.d.ts +196 -0
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  125. package/dist/game/display.js +684 -0
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  127. package/dist/game/dump-level.d.ts +37 -0
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  129. package/dist/game/dump-level.js +110 -0
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  131. package/dist/game/effect-attack.d.ts +36 -0
  132. package/dist/game/effect-attack.d.ts.map +1 -0
  133. package/dist/game/effect-attack.js +694 -0
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  135. package/dist/game/effect-detect.d.ts +34 -0
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  139. package/dist/game/effect-env.d.ts +77 -0
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  141. package/dist/game/effect-env.js +166 -0
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  143. package/dist/game/effect-game-env.d.ts +76 -0
  144. package/dist/game/effect-game-env.d.ts.map +1 -0
  145. package/dist/game/effect-game-env.js +23 -0
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  147. package/dist/game/effect-general.d.ts +98 -0
  148. package/dist/game/effect-general.d.ts.map +1 -0
  149. package/dist/game/effect-general.js +914 -0
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  151. package/dist/game/effect-item.d.ts +124 -0
  152. package/dist/game/effect-item.d.ts.map +1 -0
  153. package/dist/game/effect-item.js +789 -0
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  155. package/dist/game/effect-melee.d.ts +43 -0
  156. package/dist/game/effect-melee.d.ts.map +1 -0
  157. package/dist/game/effect-melee.js +477 -0
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  159. package/dist/game/effect-mon-origin.d.ts +67 -0
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  161. package/dist/game/effect-mon-origin.js +164 -0
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  163. package/dist/game/effect-monster.d.ts +29 -0
  164. package/dist/game/effect-monster.d.ts.map +1 -0
  165. package/dist/game/effect-monster.js +281 -0
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  167. package/dist/game/effect-summon.d.ts +37 -0
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  169. package/dist/game/effect-summon.js +113 -0
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  171. package/dist/game/effect-teleport.d.ts +130 -0
  172. package/dist/game/effect-teleport.d.ts.map +1 -0
  173. package/dist/game/effect-teleport.js +529 -0
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  175. package/dist/game/effect-terrain.d.ts +91 -0
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  177. package/dist/game/effect-terrain.js +812 -0
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  179. package/dist/game/energy.d.ts +45 -0
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  183. package/dist/game/equip-cmp.d.ts +138 -0
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  187. package/dist/game/floor.d.ts +182 -0
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  191. package/dist/game/gear.d.ts +408 -0
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  195. package/dist/game/harness.d.ts +61 -0
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  199. package/dist/game/history.d.ts +49 -0
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  203. package/dist/game/ignore-cmd.d.ts +42 -0
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  207. package/dist/game/inscription-confirm.d.ts +80 -0
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  211. package/dist/game/known.d.ts +297 -0
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  223. package/dist/game/mon-cast.d.ts +150 -0
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  227. package/dist/game/mon-cmd.d.ts +51 -0
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  239. package/dist/game/mon-list.d.ts +85 -0
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  243. package/dist/game/mon-message.d.ts +100 -0
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  251. package/dist/game/mon-ranged.d.ts +87 -0
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  1156. package/src/sound/index.ts +13 -0
  1157. package/src/sound/sound-prefs-data.ts +173 -0
  1158. package/src/sound/types.ts +68 -0
  1159. package/src/store/bind.ts +145 -0
  1160. package/src/store/price.ts +97 -0
  1161. package/src/store/store-cmd.ts +73 -0
  1162. package/src/store/store.ts +723 -0
  1163. package/src/store/transact.ts +644 -0
  1164. package/src/store/types.ts +110 -0
  1165. package/src/version.ts +26 -0
  1166. package/src/visuals/engine.ts +444 -0
  1167. package/src/visuals/glyph-table.ts +191 -0
  1168. package/src/visuals/grafmode-data.ts +90 -0
  1169. package/src/visuals/grafmode.ts +123 -0
  1170. package/src/visuals/index.ts +19 -0
  1171. package/src/visuals/map-text.ts +152 -0
  1172. package/src/visuals/pref-expr.ts +182 -0
  1173. package/src/visuals/prefs.ts +981 -0
  1174. package/src/visuals/tile-prefs.ts +183 -0
  1175. package/src/world/chunk.ts +531 -0
  1176. package/src/world/feature.ts +215 -0
  1177. package/src/world/flow.ts +128 -0
  1178. package/src/world/project.ts +687 -0
  1179. package/src/world/projection.ts +228 -0
  1180. package/src/world/scatter.ts +72 -0
  1181. package/src/world/trap.ts +155 -0
  1182. package/src/world/view.ts +513 -0
  1183. package/src/z-queue.ts +300 -0
@@ -0,0 +1,670 @@
1
+ /**
2
+ * Monster commanding, ported from Angband 4.2.6: get_commanded_monster
3
+ * (mon-util.c L182), do_cmd_mon_command (cmd-cave.c L1755, the command
4
+ * dispatch that drives the commanded monster while TMD_COMMAND runs) and
5
+ * monster_attack_monster (mon-attack.c L765, the monster-vs-monster blow
6
+ * loop the commanded walk uses). EF_COMMAND itself (the spell that starts
7
+ * the possession) lives in effect-general.ts with the other
8
+ * effect-handler-general.c handlers.
9
+ *
10
+ * While TMD_COMMAND is active, upstream swaps the player's command list
11
+ * (cmd-core.c L333) so the movement/hold/read/cast/drop keys drive the
12
+ * monster; processPlayer mirrors that with the state.monCommand hook this
13
+ * module installs. Reductions, ledgered in parity/ledger/game-mon-cmd.yaml:
14
+ * monster names are the race name (MDESC, #25); the cast branch uses the
15
+ * player's current target instead of re-prompting (get_aim_dir is UI);
16
+ * the drop branch no-ops (monster inventory drop; held-object theft via
17
+ * EAT_ITEM mon-vs-mon is wired). The blow loop runs the mon-target RBE
18
+ * handlers (armour, elemental, timed, SHATTER quake/thrust, EAT_ITEM steal).
19
+ */
20
+ import { EF, FEAT, MON_MSG, MON_TMD, MSG, RF, TMD } from "../generated/index.js";
21
+ import { EffectRegistry, sourceMonster } from "../effects/interpreter.js";
22
+ import { MDESC, MDESC_STANDARD, MDESC_TARG, monsterDesc } from "../mon/desc.js";
23
+ import { DDGRID, loc, locSum } from "../loc.js";
24
+ import { monsterCarry } from "../mon/make.js";
25
+ import { getLore, loreCountU16, loreCountU8, loreUpdate } from "../mon/lore.js";
26
+ import { monsterIsVisible } from "../mon/predicate.js";
27
+ import { stealMonsterItem } from "../mon/steal.js";
28
+ import { MON_TMD_FLG_NOTIFY, monClearTimed, monIncTimed, } from "../mon/timed.js";
29
+ import { monSpellIsInnate } from "../mon/spell.js";
30
+ import { STUN_DAM_REDUCTION } from "../combat/hit.js";
31
+ import { adjustDamArmor, chanceOfMonsterHit, checkHit, monsterCritical, } from "../combat/mon-melee.js";
32
+ import { monsterSwap, squareMonster } from "./context.js";
33
+ import { doMonSpell } from "./mon-cast.js";
34
+ import { chooseAttackSpell } from "./mon-ranged.js";
35
+ import { buildEffectContext } from "./effect-env.js";
36
+ import { attachGameEnv } from "./effect-game-env.js";
37
+ import { registerTerrainHandlers } from "./effect-terrain.js";
38
+ import { getNonplayerHitDeps, monTakeNonplayerHit, } from "./mon-death.js";
39
+ import { basicPlayerActor } from "./project-cast.js";
40
+ import { thrustAway } from "./thrust.js";
41
+ import { squareDoorPower, squareSetDoorLock } from "./trap.js";
42
+ /** Trailing punct that suppresses MDESC_COMMA after {target} (mon-blows.c L76). */
43
+ const BLOW_PUNCT = ".!?;:,'";
44
+ /**
45
+ * display_blow_message_vs_monster (mon-blows.c L225) + monster_blow_method_action
46
+ * with midx > 0 (L74-152): draw randint0(num_messages), substitute mon-target
47
+ * tags, emit "m_name act." through msgt(method->msgt, ...) - the typed-message
48
+ * seam (text + type) and the sound channel (mon-cast.ts spell_message pattern).
49
+ */
50
+ function displayBlowMessageVsMonster(state, method, mName, tMon) {
51
+ const n = method.messages.length;
52
+ if (n === 0)
53
+ return;
54
+ const choice = state.rng.randint0(n);
55
+ const raw = method.messages[choice] ?? method.messages[0];
56
+ /* Resolve {target}/{oftarget}/{has} for a monster target (midx > 0). */
57
+ let act = "";
58
+ let i = 0;
59
+ while (i < raw.length) {
60
+ const open = raw.indexOf("{", i);
61
+ if (open < 0) {
62
+ act += raw.slice(i);
63
+ break;
64
+ }
65
+ act += raw.slice(i, open);
66
+ const close = raw.indexOf("}", open + 1);
67
+ if (close < 0) {
68
+ act += raw.slice(open);
69
+ break;
70
+ }
71
+ const tag = raw.slice(open + 1, close);
72
+ const after = raw[close + 1] ?? "";
73
+ if (tag === "target") {
74
+ let mode = MDESC_TARG;
75
+ if (!BLOW_PUNCT.includes(after))
76
+ mode |= MDESC.COMMA;
77
+ act += monsterDesc(tMon, mode);
78
+ }
79
+ else if (tag === "oftarget") {
80
+ act += monsterDesc(tMon, MDESC_TARG | MDESC.POSS);
81
+ }
82
+ else if (tag === "has") {
83
+ act += "has";
84
+ }
85
+ else {
86
+ act += raw.slice(open, close + 1);
87
+ }
88
+ i = close + 1;
89
+ }
90
+ const fullstop = act.endsWith("'") || act.endsWith("!") ? "" : ".";
91
+ const text = `${mName} ${act}${fullstop}`;
92
+ /* msgt(method->msgt, ...) (mon-blows.c L236): type + sound. */
93
+ const msgt = method.msgt || undefined;
94
+ state.msg?.(text, msgt);
95
+ if (msgt) {
96
+ state.sound?.(MSG[msgt] ?? 0);
97
+ }
98
+ }
99
+ /**
100
+ * monster_elemental_damage (mon-blows.c L311): mon-target elemental component
101
+ * (no RNG). Learns the imm/hurt lore flags, returns elemental damage and the
102
+ * hurt/die message codes for mon_take_nonplayer_hit.
103
+ */
104
+ function monsterElementalDamage(state, tMon, type, baseDamage) {
105
+ let immFlag = null;
106
+ let hurtFlag = null;
107
+ let hurtMsg = MON_MSG.NONE;
108
+ let dieMsg = MON_MSG.DIE;
109
+ switch (type) {
110
+ case "ACID":
111
+ immFlag = RF.IM_ACID;
112
+ break;
113
+ case "ELEC":
114
+ immFlag = RF.IM_ELEC;
115
+ break;
116
+ case "FIRE":
117
+ immFlag = RF.IM_FIRE;
118
+ hurtFlag = RF.HURT_FIRE;
119
+ hurtMsg = MON_MSG.CATCH_FIRE;
120
+ dieMsg = MON_MSG.DISINTEGRATES;
121
+ break;
122
+ case "COLD":
123
+ immFlag = RF.IM_COLD;
124
+ hurtFlag = RF.HURT_COLD;
125
+ hurtMsg = MON_MSG.BADLY_FROZEN;
126
+ dieMsg = MON_MSG.FREEZE_SHATTER;
127
+ break;
128
+ case "POIS":
129
+ immFlag = RF.IM_POIS;
130
+ break;
131
+ }
132
+ /* rf_on(lore->flags, imm_flag) / hurt_flag (mon-blows.c L351-354). */
133
+ const lore = getLore(state.lore, tMon.race);
134
+ if (immFlag !== null)
135
+ lore.flags.on(immFlag);
136
+ if (hurtFlag !== null)
137
+ lore.flags.on(hurtFlag);
138
+ if (immFlag !== null && tMon.race.flags.has(immFlag)) {
139
+ return {
140
+ damage: Math.trunc(baseDamage / 9),
141
+ hurtMsg: MON_MSG.RESIST_A_LOT,
142
+ dieMsg: MON_MSG.DIE,
143
+ };
144
+ }
145
+ if (hurtFlag !== null && tMon.race.flags.has(hurtFlag)) {
146
+ return { damage: baseDamage * 2, hurtMsg, dieMsg };
147
+ }
148
+ return { damage: baseDamage, hurtMsg: MON_MSG.NONE, dieMsg: MON_MSG.DIE };
149
+ }
150
+ /**
151
+ * mon_take_nonplayer_hit (mon-util.c L1193) via mon-death.ts when the session
152
+ * installed deps; otherwise a loot-free mon_take_nonplayer_hit shape so harness
153
+ * callers still get unique/arena cap, wake, pain/hurt, fear and delete.
154
+ */
155
+ function applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg) {
156
+ const deps = getNonplayerHitDeps(state);
157
+ if (deps) {
158
+ return monTakeNonplayerHit(state, tMon, damage, hurtMsg, dieMsg, deps);
159
+ }
160
+ /* Harness fallback: mon_take_nonplayer_hit without monster_death loot. */
161
+ return monTakeNonplayerHit(state, tMon, damage, hurtMsg, dieMsg, {
162
+ makeDeps: null,
163
+ reg: null,
164
+ floorEnv: {},
165
+ lore: state.lore,
166
+ message: (text) => {
167
+ state.msg?.(text);
168
+ },
169
+ });
170
+ }
171
+ /**
172
+ * effect_simple(EF_EARTHQUAKE, source_monster, "0", 0, radius)
173
+ * (mon-blows.c L1098-1101). C always runs this for a surviving SHATTER hit with
174
+ * damage > 23 based on game state alone - never on caller wiring. When the
175
+ * live DoMonSpellDeps stack is present (installMonCommand), use its registry
176
+ * and env. When absent (headless/tests), still run the real terrain
177
+ * EF_EARTHQUAKE so the RNG draw count/order matches (decision 6.2 seed parity).
178
+ */
179
+ function monVsMonEarthquake(state, mon, radius, deps) {
180
+ if (deps) {
181
+ const ctx = attachGameEnv(buildEffectContext(state, deps.envDeps), {
182
+ state,
183
+ cast: deps.cast,
184
+ ...(deps.teleport ? { teleport: deps.teleport } : {}),
185
+ ...(deps.general ? { general: deps.general } : {}),
186
+ ...(deps.summon ? { summon: deps.summon } : {}),
187
+ });
188
+ deps.registry.effectSimple(EF.EARTHQUAKE, ctx, {
189
+ origin: sourceMonster(mon.midx),
190
+ diceString: "0",
191
+ subtype: 0,
192
+ radius,
193
+ });
194
+ return;
195
+ }
196
+ /* Wiring-free path: same effect_simple(EF_EARTHQUAKE) draws as C. */
197
+ const registry = new EffectRegistry();
198
+ registerTerrainHandlers(registry);
199
+ const ctx = attachGameEnv({
200
+ rng: state.rng,
201
+ ...(state.msg
202
+ ? { messages: { msg: (text) => state.msg?.(text) } }
203
+ : {}),
204
+ }, {
205
+ state,
206
+ cast: {
207
+ projections: [],
208
+ maxRange: 0,
209
+ playerActor: basicPlayerActor(state),
210
+ },
211
+ });
212
+ registry.effectSimple(EF.EARTHQUAKE, ctx, {
213
+ origin: sourceMonster(mon.midx),
214
+ diceString: "0",
215
+ subtype: 0,
216
+ radius,
217
+ });
218
+ }
219
+ /** EAT_ITEM mon-vs-mon: steal_monster_item(t_mon, mon->midx) (mon-blows.c L876). */
220
+ function monVsMonEatItem(state, mon, tMon) {
221
+ stealMonsterItem(state.rng, state.lore, tMon, mon.midx, {
222
+ msg: (text) => {
223
+ state.msg?.(text);
224
+ },
225
+ monName: (m) => monsterDesc(m, MDESC_TARG),
226
+ stealthSkill: 0,
227
+ dexToHit: 0,
228
+ playerSpeed: 0,
229
+ statusPenalty: false,
230
+ attRun: false,
231
+ objectWeight: () => 0,
232
+ isMoney: () => false,
233
+ objectName: () => "",
234
+ isIgnored: () => false,
235
+ canCarry: () => false,
236
+ gainGold: () => { },
237
+ carry: () => { },
238
+ dropStolen: () => { },
239
+ thiefName: (midx) => {
240
+ const thief = state.monsters[midx];
241
+ return thief ? monsterDesc(thief, MDESC_STANDARD) : "It";
242
+ },
243
+ thiefCarry: (midx, obj) => {
244
+ const thief = state.monsters[midx];
245
+ if (thief)
246
+ monsterCarry(thief.heldObj, obj, midx);
247
+ },
248
+ });
249
+ }
250
+ /**
251
+ * get_commanded_monster (mon-util.c L182): the (single) monster under the
252
+ * player's command, or null.
253
+ */
254
+ export function getCommandedMonster(state) {
255
+ for (let i = 1; i < state.monsters.length; i++) {
256
+ const mon = state.monsters[i];
257
+ if (!mon || !mon.race)
258
+ continue;
259
+ if (mon.mTimed[MON_TMD.COMMAND])
260
+ return mon;
261
+ }
262
+ return null;
263
+ }
264
+ /**
265
+ * monster_attack_monster (mon-attack.c L765): the commanded monster's blows
266
+ * against another monster. Dispatches the mon-target branches of the RBE
267
+ * handlers (mon-blows.c), hits vs racial AC, mon_take_nonplayer_hit for
268
+ * damage, stun criticals, blow lore, and SHATTER quake/thrust. Per-handler
269
+ * draw ORDER/COUNT matches mon-blows.c. `deps` is the live effect stack
270
+ * (installMonCommand); SHATTER always runs EF_EARTHQUAKE when damage > 23
271
+ * whether or not deps is present (mon-blows.c L1098-1101; seed parity 6.2).
272
+ * Returns false only for RF_NEVER_BLOW.
273
+ */
274
+ export function monsterAttackMonster(state, mon, tMon, deps = null) {
275
+ if (mon.race.flags.has(RF.NEVER_BLOW))
276
+ return false;
277
+ const lore = getLore(state.lore, mon.race);
278
+ const rlev = mon.race.level >= 1 ? mon.race.level : 1;
279
+ const stunned = (mon.mTimed[MON_TMD.STUN] ?? 0) > 0;
280
+ /* Get the monster names (or "it") (mon-attack.c L778-779). */
281
+ const name = monsterDesc(mon, MDESC_STANDARD);
282
+ const tName = monsterDesc(tMon, MDESC_TARG);
283
+ for (let apCnt = 0; apCnt < mon.race.blows.length; apCnt++) {
284
+ const blow = mon.race.blows[apCnt];
285
+ if (!blow.method)
286
+ break;
287
+ const grid = tMon.grid;
288
+ /* visible = monster_is_visible(mon) || mon->race->light > 0 (L784). */
289
+ const visible = monsterIsVisible(mon) || mon.race.light > 0;
290
+ let obvious = false;
291
+ let damage = 0;
292
+ let doStun = false;
293
+ const effectName = blow.effect.name;
294
+ const method = blow.method;
295
+ const hit = effectName === "NONE" ||
296
+ checkHit(state.rng, chanceOfMonsterHit(mon, mon.race.level, blow.effect.power), { ac: tMon.race.ac, toA: 0 });
297
+ if (hit) {
298
+ doStun = method.stun;
299
+ /* Assume all attacks are obvious (mon-attack.c L807); handlers may keep it. */
300
+ obvious = true;
301
+ /* Roll dice, reduce when the attacker is stunned. */
302
+ const diceRv = blow.dice
303
+ ? blow.dice.randomValue()
304
+ : { base: 0, dice: 0, sides: 0, mBonus: 0 };
305
+ damage = blow.dice ? state.rng.randcalc(diceRv, rlev, "randomise") : 0;
306
+ if (stunned) {
307
+ damage = Math.trunc((damage * (100 - STUN_DAM_REDUCTION)) / 100);
308
+ }
309
+ const ac = tMon.race.ac;
310
+ /*
311
+ * Per-handler order (mon-blows.c):
312
+ * - timed: randint1 amount BEFORE display_blow_message (arg eval)
313
+ * - EXP_*: damroll(N,6) before message (arg eval; amount unused mon-side)
314
+ * - elemental: message+hit only when final damage > 0
315
+ * - HURT/SHATTER: adjust_dam_armor then message+hit (+ quake/thrust)
316
+ * - EAT_ITEM: damage then steal_monster_item if target lives
317
+ * - NONE: message only
318
+ * - other player-only side effects: damage only on mon targets
319
+ */
320
+ let timedKey = null;
321
+ let timedAmount = 0;
322
+ if (effectName === "BLIND") {
323
+ timedKey = MON_TMD.STUN;
324
+ timedAmount = 10 + state.rng.randint1(rlev);
325
+ }
326
+ else if (effectName === "CONFUSE") {
327
+ timedKey = MON_TMD.CONF;
328
+ timedAmount = 3 + state.rng.randint1(rlev);
329
+ }
330
+ else if (effectName === "TERRIFY") {
331
+ timedKey = MON_TMD.FEAR;
332
+ timedAmount = 3 + state.rng.randint1(rlev);
333
+ }
334
+ else if (effectName === "PARALYZE") {
335
+ timedKey = MON_TMD.HOLD;
336
+ timedAmount = 3 + state.rng.randint1(rlev);
337
+ }
338
+ if (effectName === "EXP_10" ||
339
+ effectName === "EXP_20" ||
340
+ effectName === "EXP_40" ||
341
+ effectName === "EXP_80") {
342
+ const n = effectName === "EXP_10"
343
+ ? 10
344
+ : effectName === "EXP_20"
345
+ ? 20
346
+ : effectName === "EXP_40"
347
+ ? 40
348
+ : 80;
349
+ void state.rng.damroll(n, 6);
350
+ }
351
+ let hurtMsg = MON_MSG.NONE;
352
+ let dieMsg = MON_MSG.DIE;
353
+ if (effectName === "NONE") {
354
+ displayBlowMessageVsMonster(state, method, name, tMon);
355
+ }
356
+ else if (effectName === "ACID" ||
357
+ effectName === "ELEC" ||
358
+ effectName === "FIRE" ||
359
+ effectName === "COLD" ||
360
+ effectName === "POISON") {
361
+ const elemType = effectName === "POISON"
362
+ ? "POIS"
363
+ : effectName;
364
+ const physical = method.phys ? adjustDamArmor(damage, ac + 50) : 0;
365
+ const el = monsterElementalDamage(state, tMon, elemType, damage);
366
+ damage = physical > el.damage ? physical : el.damage;
367
+ hurtMsg = el.hurtMsg;
368
+ dieMsg = el.dieMsg;
369
+ if (damage > 0) {
370
+ displayBlowMessageVsMonster(state, method, name, tMon);
371
+ applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg);
372
+ }
373
+ }
374
+ else if (effectName === "HURT") {
375
+ damage = adjustDamArmor(damage, ac);
376
+ displayBlowMessageVsMonster(state, method, name, tMon);
377
+ applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg);
378
+ }
379
+ else if (effectName === "SHATTER") {
380
+ /* mon-blows.c L1086-1115. Earthquake is game-state gated only
381
+ * (damage > 23), never wiring-gated: C always calls effect_simple
382
+ * (EF_EARTHQUAKE) at L1098-1101 after a surviving hit. */
383
+ damage = adjustDamArmor(damage, ac);
384
+ displayBlowMessageVsMonster(state, method, name, tMon);
385
+ if (!applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg)) {
386
+ if (damage > 23) {
387
+ monVsMonEarthquake(state, mon, Math.trunc(damage / 12), deps);
388
+ }
389
+ if (damage > 100) {
390
+ const value = damage - 100;
391
+ if (state.rng.randint1(value) > 40) {
392
+ const dist = 1 + Math.trunc(value / 40);
393
+ /* thrust_away(mon->grid, t_mon->grid, dist) (L1112). */
394
+ thrustAway(state, mon.grid, tMon.grid, dist, {
395
+ ...(state.msg ? { msg: (t) => state.msg?.(t) } : {}),
396
+ });
397
+ }
398
+ }
399
+ }
400
+ }
401
+ else if (effectName === "EAT_ITEM") {
402
+ /* mon-blows.c L847-878: damage then steal_monster_item if alive. */
403
+ displayBlowMessageVsMonster(state, method, name, tMon);
404
+ if (!applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg)) {
405
+ monVsMonEatItem(state, mon, tMon);
406
+ }
407
+ }
408
+ else {
409
+ /* DISENCHANT / DRAIN_CHARGES / EAT_* / LOSE_* / EXP_* / HALLU /
410
+ * BLACK_BREATH / timed: mon-target is damage (+ timed mon status). */
411
+ displayBlowMessageVsMonster(state, method, name, tMon);
412
+ if (!applyMonVsMonHit(state, tMon, damage, hurtMsg, dieMsg)) {
413
+ if (timedKey !== null && state.monsters[tMon.midx]) {
414
+ monIncTimed(state.rng, tMon, timedKey, timedAmount, 0);
415
+ }
416
+ }
417
+ }
418
+ /* Handle stun (the critical tiers) (mon-attack.c L844-863). */
419
+ if (doStun && squareMonster(state, grid)) {
420
+ const tier = monsterCritical(state.rng, diceRv, rlev, damage);
421
+ let amt = 0;
422
+ switch (tier) {
423
+ case 0:
424
+ amt = 0;
425
+ break;
426
+ case 1:
427
+ amt = state.rng.randint1(5);
428
+ break;
429
+ case 2:
430
+ amt = state.rng.randint1(10) + 10;
431
+ break;
432
+ case 3:
433
+ amt = state.rng.randint1(20) + 20;
434
+ break;
435
+ case 4:
436
+ amt = state.rng.randint1(30) + 30;
437
+ break;
438
+ case 5:
439
+ amt = state.rng.randint1(40) + 40;
440
+ break;
441
+ case 6:
442
+ amt = 100;
443
+ break;
444
+ default:
445
+ amt = 200;
446
+ break;
447
+ }
448
+ const still = squareMonster(state, grid);
449
+ if (amt && still)
450
+ monIncTimed(state.rng, still, MON_TMD.STUN, amt, 0);
451
+ }
452
+ }
453
+ else {
454
+ /* Visible monster missed monster, so notify if appropriate. */
455
+ if (monsterIsVisible(mon) && method.miss) {
456
+ state.msg?.(`${name} misses ${tName}.`);
457
+ }
458
+ }
459
+ /* Analyze "visible" monsters only (mon-attack.c L872-880). */
460
+ if (visible) {
461
+ const seen = lore.blowTimesSeen[apCnt] ?? 0;
462
+ if (obvious || damage || seen > 10) {
463
+ if (seen < 255) {
464
+ if (lore.blowTimesSeen.length <= apCnt) {
465
+ while (lore.blowTimesSeen.length <= apCnt)
466
+ lore.blowTimesSeen.push(0);
467
+ }
468
+ lore.blowTimesSeen[apCnt] = seen + 1;
469
+ }
470
+ }
471
+ }
472
+ /* Skip remaining blows if the target moved or died (L882-883). */
473
+ if (!squareMonster(state, grid))
474
+ break;
475
+ }
476
+ /* Learn lore (mon-attack.c L898). */
477
+ loreUpdate(mon.race, lore);
478
+ return true;
479
+ }
480
+ /** Release the commanded monster ('r' while commanding). */
481
+ function releaseCommand(state, mon) {
482
+ monClearTimed(state.rng, mon, MON_TMD.COMMAND, MON_TMD_FLG_NOTIFY);
483
+ state.actor.player.timed[TMD.COMMAND] = 0;
484
+ }
485
+ /**
486
+ * The commanded walk (cmd-cave.c CMD_WALK): attack an intervening
487
+ * monster, move through the open, or deal with walls and doors by racial
488
+ * ability (learning those flags on a visible monster). Returns whether
489
+ * the turn is spent.
490
+ */
491
+ function commandedWalk(state, mon, dir, trapDeps, spellDeps) {
492
+ const c = state.chunk;
493
+ const lore = getLore(state.lore, mon.race);
494
+ /* monster_desc(mon, MDESC_CAPITAL | MDESC_IND_HID | MDESC_COMMA)
495
+ * (cmd-cave.c L1798). */
496
+ const name = monsterDesc(mon, MDESC.CAPITAL | MDESC.IND_HID | MDESC.COMMA);
497
+ const grid = locSum(mon.grid, DDGRID[dir] ?? loc(0, 0));
498
+ let canMove = false;
499
+ let hasHit = false;
500
+ /* Don't let immobile monsters be moved. */
501
+ if (mon.race.flags.has(RF.NEVER_MOVE)) {
502
+ state.msg?.("The monster can not move.");
503
+ return false;
504
+ }
505
+ if (!c.inBounds(grid))
506
+ return false;
507
+ const tMon = squareMonster(state, grid);
508
+ if (tMon) {
509
+ /* Attack the monster. */
510
+ if (monsterAttackMonster(state, mon, tMon, spellDeps))
511
+ hasHit = true;
512
+ }
513
+ else if (c.isPassable(grid)) {
514
+ /* Floor is open? */
515
+ canMove = true;
516
+ }
517
+ else if (c.isPerm(grid)) {
518
+ /* Permanent wall in the way. */
519
+ canMove = false;
520
+ }
521
+ else {
522
+ /* Some kind of feature in the way: learn about wall abilities now. */
523
+ if (monsterIsVisible(mon)) {
524
+ lore.flags.on(RF.PASS_WALL);
525
+ lore.flags.on(RF.KILL_WALL);
526
+ lore.flags.on(RF.SMASH_WALL);
527
+ }
528
+ if (mon.race.flags.has(RF.PASS_WALL)) {
529
+ canMove = true;
530
+ }
531
+ else if (mon.race.flags.has(RF.KILL_WALL) ||
532
+ mon.race.flags.has(RF.SMASH_WALL)) {
533
+ /* Remove the wall (square_destroy_wall / square_smash_wall). */
534
+ c.setFeat(grid, FEAT.FLOOR);
535
+ canMove = true;
536
+ }
537
+ else if (c.feat(grid) === FEAT.CLOSED || c.feat(grid) === FEAT.SECRET) {
538
+ const canOpen = mon.race.flags.has(RF.OPEN_DOOR);
539
+ const canBash = mon.race.flags.has(RF.BASH_DOOR);
540
+ /* Learn about door abilities. */
541
+ if (monsterIsVisible(mon)) {
542
+ lore.flags.on(RF.OPEN_DOOR);
543
+ lore.flags.on(RF.BASH_DOOR);
544
+ }
545
+ if (canBash || canOpen) {
546
+ const k = trapDeps ? squareDoorPower(state, grid, trapDeps) : 0;
547
+ if (k > 0 && trapDeps) {
548
+ /* Test strength against door strength. */
549
+ if (state.rng.randint0(Math.trunc(mon.hp / 10)) > k) {
550
+ state.msg?.(canBash
551
+ ? `${name} slams against the door.`
552
+ : `${name} fiddles with the lock.`);
553
+ /* Reduce the power of the door by one. */
554
+ squareSetDoorLock(state, grid, k - 1, trapDeps);
555
+ }
556
+ }
557
+ else if (canBash) {
558
+ /* Closed or secret door: bash (square_smash_door). */
559
+ c.setFeat(grid, FEAT.BROKEN);
560
+ state.msg?.("You hear a door burst open!");
561
+ canMove = true;
562
+ }
563
+ else {
564
+ c.setFeat(grid, FEAT.OPEN);
565
+ canMove = true;
566
+ }
567
+ }
568
+ }
569
+ }
570
+ if (hasHit)
571
+ return true;
572
+ if (canMove) {
573
+ monsterSwap(state, mon.grid, grid);
574
+ state.updateFov?.(state);
575
+ return true;
576
+ }
577
+ state.msg?.("The way is blocked.");
578
+ return true;
579
+ }
580
+ /**
581
+ * The commanded cast (cmd-cave.c CMD_CAST): pick a random spell from the
582
+ * monster's full list and cast it at the player's target monster,
583
+ * remembering what it did. The interactive re-targeting prompt is UI; the
584
+ * current target stands in.
585
+ */
586
+ function commandedCast(state, mon, deps) {
587
+ const seen = !((state.actor.player.timed[TMD.BLIND] ?? 0) > 0);
588
+ /* Choose a target monster (the player's current target). */
589
+ const tMon = targetMonster(state);
590
+ if (!tMon || tMon === mon) {
591
+ state.msg?.("No target monster selected!");
592
+ return false;
593
+ }
594
+ mon.target.midx = tMon.midx;
595
+ /* Pick a random spell and cast it. */
596
+ const f = mon.race.spellFlags.clone();
597
+ const spellIndex = chooseAttackSpell(state, f, true, true);
598
+ if (!spellIndex) {
599
+ state.msg?.("This monster has no spells!");
600
+ return false;
601
+ }
602
+ doMonSpell(state, mon.midx, spellIndex, seen, deps);
603
+ /* Remember what the monster did. */
604
+ const lore = getLore(state.lore, mon.race);
605
+ if (seen) {
606
+ lore.spellFlags.on(spellIndex);
607
+ loreCountU8(lore, monSpellIsInnate(spellIndex) ? "castInnate" : "castSpell");
608
+ }
609
+ if (state.isDead)
610
+ loreCountU16(lore, "deaths");
611
+ loreUpdate(mon.race, lore);
612
+ return true;
613
+ }
614
+ /** target_get_monster without importing game/target (no cycle risk). */
615
+ function targetMonster(state) {
616
+ return state.monsters[state.target.midx] ?? null;
617
+ }
618
+ /**
619
+ * do_cmd_mon_command (cmd-cave.c L1755): drive the commanded monster with
620
+ * the player's command. Returns the energy spent (0 = free, as upstream's
621
+ * early returns).
622
+ */
623
+ export function doCmdMonCommand(state, cmd, deps) {
624
+ const mon = getCommandedMonster(state);
625
+ if (!mon)
626
+ return 0;
627
+ switch (cmd.code) {
628
+ case "read": {
629
+ /* Actually 'r'elease monster. */
630
+ releaseCommand(state, mon);
631
+ break;
632
+ }
633
+ case "cast": {
634
+ if (!commandedCast(state, mon, deps))
635
+ return 0;
636
+ break;
637
+ }
638
+ case "drop": {
639
+ /* Monster-held objects are not modelled; nothing to drop. */
640
+ break;
641
+ }
642
+ case "hold":
643
+ case "rest": {
644
+ /* Do nothing. */
645
+ break;
646
+ }
647
+ case "walk": {
648
+ const dir = cmd.dir ?? 5;
649
+ if (!commandedWalk(state, mon, dir, deps.general?.trapDeps ?? null, deps)) {
650
+ return 0;
651
+ }
652
+ break;
653
+ }
654
+ default: {
655
+ state.msg?.("Valid commands: move, stand still, 'd'rop, 'm'agic, or 'r'elease.");
656
+ return 0;
657
+ }
658
+ }
659
+ /* Take a turn. */
660
+ return state.z.moveEnergy;
661
+ }
662
+ /**
663
+ * Install do_cmd_mon_command as the state's monCommand hook (upstream
664
+ * swaps the command list while TMD_COMMAND runs; processPlayer routes
665
+ * commands here instead).
666
+ */
667
+ export function installMonCommand(state, deps) {
668
+ state.monCommand = (s, cmd) => doCmdMonCommand(s, cmd, deps);
669
+ }
670
+ //# sourceMappingURL=mon-cmd.js.map